Laser Combat

Laser Combat

Laser combat will some modifications to make it more sense. Most of this comes from Tactical Shooting, but some are house rules.

1) As B374 states, an opponent has to be aware of the attack to allow an Active Defense. Lasers themselves are silent and their attack almost instantaneous. The guns that shoot the laser themselves are not silent. The closer an attack is, the easier it is for an opponent to notice they are being attacked. Remember, when an opponent is dodging a firearm, they are not dodging the bullet or laser, but rather the person firing the weapon.

2) Restricted Dodge Against Firearms (Tactical Shooting, p. 17) is in effect. "if a fighter is aware of someone with a firearm (make a Vision roll if unsure) and selects All-Out Defense, Attack, Change Posture, Defensive Attack (Martial Arts, p. 100), Feint, Move, or Move and Attack on his turn, he may take “evasive movement” with respect to that one foe as a free action. If
the specified gunman shoots at him before the start of his next turn, he may dodge; all of the usual modifiers apply. To claim the bonus for Acrobatic Dodge (p. B375), he must make his Acrobatics roll during his turn. To claim the bonus for Dodge and Drop (p. B377), he must dive prone at the end of his turn (this can be part of his free action). He can’t dodge firearms attacks from any enemy but the one specified, evade more than one shooter, or declare his evasive movement in response to being attacked until it’s his turn again.

3) Against Lasers only, the following penalties to Active Defenses are in effect. Close Range (0 – 5 yds.) = No Penalty. Short Range (6 – 20 yds.) – -2. Medium Range (21 – 100 yds.) = -4. Long Range (101 – 500 yds.).

Laser Combat

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